public string GetPlayerData() { // data for each gesture (including successful and failed) string player_data = ""; player_data += PlayingData.GetInstance().PlayerData.GetJsonString(); player_data += PlayingData.GetInstance().GetResultJsonString(); GameObject _leapServiceProvider = GameObject.Find("LeapMotionServiceProvider"); _leapServiceProvider.GetComponent <HandStateTracker>().dataList.Add("]\n"); _leapServiceProvider.GetComponent <GestureTracker>().dataList.Add("]"); for (int i = 0; i < _leapServiceProvider.GetComponent <HandStateTracker>().dataList.Count; i++) { player_data += _leapServiceProvider.GetComponent <HandStateTracker>().dataList[i]; } player_data += ","; for (int i = 0; i < _leapServiceProvider.GetComponent <GestureTracker>().dataList.Count; i++) { player_data += _leapServiceProvider.GetComponent <GestureTracker>().dataList[i]; } player_data += "}"; return(player_data); }
public void InitGestureCheck() { // Ignore check the previous gesture completion when just to do the first gesture if (!m_firstGesture) { if (m_justEnter && !m_isCompleted) { m_gameWorld.ShowHUDMiss(); PlayingData.GetInstance().AddGestureDataBy(m_playerClass.PrevRaycastingTag, false); } m_justEnter = false; m_isCompleted = false; } // First and foremost, the tag should be available for checking if (m_tagActionDict.ContainsKey(m_playerClass.RaycastingTag)) { m_tag = m_playerClass.RaycastingTag; m_isChecked = false; m_firstGesture = false; m_justEnter = true; } else // if the component tag does not exist, ingore this check { Debug.Log("The component tag does not exist"); m_isChecked = true; } }
public void SavePlayerData() { //BinaryFormatter bf = new BinaryFormatter(); //FileStream file = File.Create(m_playerDataPath); //bf.Serialize(file, m_playerData); //file.Close(); File.AppendAllText(m_playerDataPath, PlayingData.GetInstance().ToString()); }
public void Analysis() { if (m_isChecked == true) { return; } CharacterAction char_action = GameDictionary.PairedAction[m_gestureTracker.GetIdentifiedGesture()]; if (m_tagActionDict.ContainsKey(m_playerClass.RaycastingTag) && char_action == m_tagActionDict[m_playerClass.RaycastingTag]) { m_isChecked = true; m_isCompleted = true; m_gameWorld.ShowHUDComplete(); PlayingData.GetInstance().AddGestureDataBy(m_playerClass.RaycastingTag, true); } }